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File: Valdungaland.jpg (1.07 MB, 3508x2480)
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The world is changing. The dark creatures of the land are slowly receding ever deeper - into wood and fen and mountain; some claim, driven away by the power of the new God from the southern empire.
Far north of the imperial lands of ancient dynasties and jousting knights, lies the cold realm of the Valdung. Great jarls and petty kings ever vying for control, and for the title of High King to fall to their house.

In an age when the continental kingdoms have grown too strong to pillage and raid, your people are forced to look inwards for conquests and wealth. Church bells now ring out to dark forests and deep mires, heralding in a new era.
>>
Your house is one of little prestige, a lowly noble family with little to compare with The Great Houses. Like all houses, yours is led by a jarl; elected by the men of a family from among its noblest members.
Even though you can trace your lineage to a few accomplished warriors and local heroes, none of their renown is ostensibly apparent.

The founder of your house, who’s name it also bears, was the famous:

>Tollí the Burned: A seafarer and chieftain of the Axlir Family in Hill, Tollí fared long down the southern rivers and won great wealth in Dalgard. Returning home after many years he founded the fort of Tollgard. In a great feud Old Tollgard was burnt with Tollí inside, but amongst the smoldering ruins his sword Grýnr stood unscathed, and it was picked up by his son and wielded to bring justice to his father. (+Sword Grýnr, +Tollí’s treasure)

>Astrid Hair-Twine: Daughter of the chieftain of Lokheim, once when walking in the Hygvid Forest she happened upon a troll and awakened fierce desire in him. Fleeing back to Lokheim, the troll followed her thither and slew her father. It is said that she used ’thurs-speak’, sorcery, to spin her hair into a bowstring and with it defeated her foe and drank from his blood, giving her great strength. (+Trolls-blood strength)

>Heidr Horseman: A landless son from the Hilding Family in Oarmark, Heidr set out to break the fertile soil south of the Broadstream river and build himself a good homestead - founding Heidmark. On the plains of Heidmark he bred fine horses and fathered many sons, and with them he won many battles and won great fame. (+Heidmark horsemen, +Population)
>>
>>4053913
>>Heidr Horseman: A landless son from the Hilding Family in Oarmark, Heidr set out to break the fertile soil south of the Broadstream river and build himself a good homestead - founding Heidmark. On the plains of Heidmark he bred fine horses and fathered many sons, and with them he won many battles and won great fame. (+Heidmark horsemen, +Population)
>>
>>4053913
>Astrid Hair-Twine: Daughter of the chieftain of Lokheim, once when walking in the Hygvid Forest she happened upon a troll and awakened fierce desire in him. Fleeing back to Lokheim, the troll followed her thither and slew her father. It is said that she used ’thurs-speak’, sorcery, to spin her hair into a bowstring and with it defeated her foe and drank from his blood, giving her great strength. (+Trolls-blood strength)
This looks interesting, hopefully the Civ part is less prominent though.
>>
>>4053913
>>4053916
Support.
>>
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>>4053922
support
>>
>>4053916
Support
>>
>>4053948
>>4053923
>>4053916
Locked in, writing.
>>
File: Hill.jpg (1.35 MB, 3508x2480)
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You are House Heidr, a minor noble house, founded some 100 years ago by Heidr Horseman.

It is the year 801 of the Dedian calendar and Agnar Jarl, the patriarch of your family, has died.
The passing of a strong jarl is always a great loss, and unless you choose a worthy successor you may see a violent decline in both influence and power.

The men of your house are summoned and as the voting starts, four men are deemed worthy candidates to the chiefdom of your house:
>Gothmund ’the Black’: an oldfangled man, one of few who still outfits ships to raid the eastern shores, a man of fire and steel. A zealous pagan, his proponents would like to se a return to the old ways of your people. (+Pagan relation, +Favors raiding, -Church relation)
>Arnur ’the Fat’: the oldest son of Agnar Jarl, a well-spoken man with a shrewd mind. An excellent politician and competent tradesman. (+Diplomatic relations, +Trade, -Untrained warrior)
>Húnding ’the Tall’: younger brother of Arnur the Fat, a gifted warrior and tactician, Húnding spent his early years in the mercenary companies of the Aderian king, learning much about the southern faith and ways of war. (+Continental warrior, +Church relation, -Pagan relation)
>Egill ’Lawman’: As a law-speaker Egill is a member of the highest educated class in the land – save for the men of the church. A keeper of the oral traditions of myth and law among your people, Egill is well respected as a wise man and mystic. (+Learned mystic, +Legal favoritism, -Elusive nature)
>>
>>4053959
>Egill ’Lawman’: As a law-speaker Egill is a member of the highest educated class in the land – save for the men of the church. A keeper of the oral traditions of myth and law among your people, Egill is well respected as a wise man and mystic. (+Learned mystic, +Legal favoritism, -Elusive nature)
by far
>>
>>4053959
>Húnding ’the Tall’: younger brother of Arnur the Fat, a gifted warrior and tactician, Húnding spent his early years in the mercenary companies of the Aderian king, learning much about the southern faith and ways of war. (+Continental warrior, +Church relation, -Pagan relation)
>>
>>4053959
>>Egill ’Lawman’: As a law-speaker Egill is a member of the highest educated class in the land – save for the men of the church. A keeper of the oral traditions of myth and law among your people, Egill is well respected as a wise man and mystic. (+Learned mystic, +Legal favoritism, -Elusive nature)
>>
>>4053974
support
>>
>>4053974
>>4053964
It has been decided, your new Jarl is Egill ’Lawman’! The jarl is set on bringing your house into a new age of prosperity and power. A mystic and law-speaker, Egill has much knowledge of the tales and lore of your people, making any cultural projects much easier for you to undertake, as well as aiding you in any legal disputes.

After the feast celebrating his election he gathers his kinsmen to declare his plans for the coming year.

Year 801
>>Population: around 300 (+1%/year)
>>Food: 5/10
>>Resources: 4/10
>>Manufacturing: 4/10
>>Trade: 3/10
>>Morale: 7/10
>>Influence 2/10

>>Buildings: Village of Heidmark, Heidr’s Hall
>>Economy: Barter economy
>>Culture: Oral tradition, Tribal law
>>Production: Agriculture, non-complex crafts
>>Technology: Iron working, Runes, Shipbuilding
>>Government: Tribal hierarchy, Tribal law
>>Military: 60 men-at-arms, 40 Heidmark horsemen
>>Religion: Valdung paganism, Dedian monotheism
>>Agriculture: Barley, Rye, Turnips, Sheep, Goats, Chickens, Pigs
>>Game:

>A.Agrigulture
>B.Construction
>C.Military
>D.Culture & religion
>E.Government & laws
>F.Exploration & colonization
>G.Technology
>H.Diplomacy & war
>I.Trade & Finance
>>
>>4053959
>Húnding ’the Tall’: younger brother of Arnur the Fat, a gifted warrior and tactician, Húnding spent his early years in the mercenary companies of the Aderian king, learning much about the southern faith and ways of war. (+Continental warrior, +Church relation, -Pagan relation)
>>
>>4053959
>>Húnding ’the Tall’: younger brother of Arnur the Fat, a gifted warrior and tactician, Húnding spent his early years in the mercenary companies of the Aderian king, learning much about the southern faith and ways of war. (+Continental warrior, +Church relation, -Pagan relation)
We shall go full Norman on this bitch
>>
>>4053991
Sorry, we're supposed to pick one of those options? More info about them to come?
>>
>>4053999
Yes, chose any direction of progress you would like the civ to take, followed by any specifics.
For example, if you would like to expand our military that is option C, if you have any specific idea on how to do this you can make a suggestion as well.
The option with the most votes win and will trigger a result, followed by a new round of voting.
>>
>>4054009
oh, okey. Was just a bit abstract with the term " game".
If it was any other character I would say war, but Egill is probably a smarter man. We need to consolidate in the first year.
>>H.Diplomacy & war
Specifically, diplomacy. Reach out to neighbours, strengthen or create alliances, determine weak foes, do we have any rivals. This might overlap into Trade & Finance de facto.
>>
>>4053991
Expand our grazing territory, cowboy style, for the sheep, goats, and chickens. Can we use our mysticism to enhance our chickens? Can we get Chocobos over time?

New game pig lassoing. And for the kids, chicken chasing the most chickens caught get a prize.

I can't find Heidr on the map.
>>
>>4053991
>H
The new Jarl will travel through the neigbooring villages, hamlets and towns, meet local leaders and speak law. He will try to spread our influence in the region, maybe get some capable men to move to our lands and to establish trade.
>>
If we find cranberrys we can get higher IQs. I'm retarded our village is called Heidmark.
>>
File: Hill2.jpg (1.35 MB, 3508x2480)
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>>4054028
Updated map.

>>4054013
>>4054021
>H.Diplomacy & war
Locked in writing
>>
File: Hill3.jpg (1.38 MB, 3508x2480)
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Reaching out to his neighbors, Egill travels along the outskirts of our land, meeting free men and local leaders. While no direct alliances are forged, at the end of the year Egill has managed to get a good grip on the different lords of the area and the boundaries of their lands.

Your closest neighbors are across the Broadstream to the north, the Axlir and the Tollí.
The most powerful houses appear to be the Axlir in Hill, and the Hildings and Scarir in Oarmark.

Year 802
>>Population: 303 (+1%/year)
>>Food: 5/10
>>Resources: 4/10
>>Manufacturing: 4/10
>>Trade: 3/10
>>Morale: 7/10
>>Influence 2/10

>>Buildings: Village of Heidmark, Heidr’s Hall
>>Economy: Barter economy
>>Culture: Oral tradition, Tribal law
>>Production: Agriculture, non-complex crafts
>>Technology: Iron working, Runes, Shipbuilding
>>Government: Tribal hierarchy, Tribal law
>>Military: 60 men-at-arms, 40 Heidmark horsemen
>>Religion: Valdung paganism, Dedian monotheism
>>Agriculture: Barley, Rye, Turnips, Sheep, Goats, Chickens, Pigs
>>Game:

>A.Agrigulture
>B.Construction
>C.Military
>D.Culture & religion
>E.Government & laws
>F.Exploration & colonization
>G.Technology
>H.Diplomacy & war
>I.Trade & Finance

Apart from civ projects the leader of your civ may preform one other action per round.

Jarl: Egill ’Lawman’
Age: 42
Married: No
Children: No
Trait: Mystic, Lawman

Character Action:
>A.Inspect your lands
>B.Invite a learned man to court
>C.Arrange marriage
>D.Study lore (Mystic)
>E.Other
>>
>>4054055
>Diplomacy & war towards Tollgaro (NE)

Expanding toward the vast body to the East Oaravattnur would be for trading.
>Inspect your lands/Study lore
>>
>>4054055
>>H.Diplomacy & war
I agree with expanding towards Tollgaro, but I would also suggest sending someone to further peaceful relations with Varg, secure a flank, we're going to need them against Axlir.

For character action
>D.Study lore (Mystic)
>>
>>4054055
>>B.Construction
Construct wells as close as we can to the two hill's at Oarmark. Patrol our south boarder more. This is going to be a point of conflict regardless of sides we pick.
>C.Arrange marriage
Some one from Utbyir would be ideal.
>>
>>4054066
seconding
>>
>>4054062
>>4054064
vs.
>>4054066
>>4054070
Looks like a tie between 2 H and 2 B, as well as between 2 D and 2 C (Character Action)
>>
>>4054075
Supporting B and D
>>
Axlir just neutral to us right? What are trading?
>>
>>B.Construction
Two wells are dug on the northern side of the hills on the southernmost edges of your land. Patrols are set up along the southern borders and farmers are instructed to to keep an eye out for trouble.
While digging in the hard stoney ground the men struck something.
(Give me one 1d6 roll)

>>D.Study lore (Mystic)
Dusting off a few old tomes, Egill has found a few subjects for his study:
>History
>Law
>Dark creatures
>>
Rolled 2 (1d6)

>>4054133
>Law
>>
>>4054133
>>Dark creatures
>>
>>4054133
>>Dark creatures
>>
>>4054133
>Dark arts
>>
>>4054133
>Dark Creatures
>>
>>4054133
>>Law
>>
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While breaking away at the monotonous gray stone your well diggers started to find green streaks in the rocks. As they kept digging the green streaks grew thicker and clearer. There’s no doubt about it, you've struck a good vein of copper. (+2 wells/copper-mines)

>Dark Creatures
While reading through the old texts in the Great Hall, Egill is fascinated by the accounts of the creatures - once common in this part of the world. Trolls, Lindworms, giants and mountain-folk; Although your people all know these monsters from the legends of old, these accounts seen more alive.
The trolls for example, or ”Thursir”, as your people call them, appear to be more than mere eaters of children and livestock. They have the gift of magic, and they can teach it.
>>
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A new year dawns and with it comes tidings from the south: Lord Erling of Mide, south of Oarmark, has gone to war against the king of Valle, - and the lord of Hilda has converted to the new faith.

Year 803
>>Population: 306 (+1%/year)
>>Food: 5/10
>>Resources: 4/10
>>Manufacturing: 4/10
>>Trade: 3/10
>>Morale: 7/10
>>Influence 2/10

>>Buildings: Village of Heidmark, Heidr’s Hall
>>Economy: Barter economy
>>Culture: Oral tradition, Tribal law
>>Production: Agriculture, Non-complex crafts, Copper mines, Wells
>>Technology: Iron working, Runes, Shipbuilding
>>Government: Tribal hierarchy, Tribal law
>>Military: 60 men-at-arms, 40 Heidmark horsemen
>>Religion: Valdung paganism, Dedian monotheism
>>Agriculture: Barley, Rye, Turnips, Sheep, Goats, Chickens, Pigs
>>Game:

>A.Agrigulture
>B.Construction
>C.Military
>D.Culture & religion
>E.Government & laws
>F.Exploration & colonization
>G.Technology
>H.Diplomacy & war
>I.Trade & Finance

Egil may continue to study lore, or another action can be picked.

Jarl: Egill ’Lawman’
Age: 43
Married: No
Children: No
Trait: Mystic, Lawman

Character Action:
>A.Inspect your lands
>B.Invite a learned man to court
>C.Arrange marriage
>D.Study lore (Mystic)
>E.Other
>>
>>4054176
>A
See if we can find any of these strange creatures.
>>
>>4054176
>I. Trade & Finance
>make new copper coinage

>Study Lore (Dark Arts/The Great Ones)
>>
>>4054179
Support
B construct a road from our mines to our town.
>>
>>4054176

>A.Agrigulture


Create a few new hamlets in the unclaim land around us, so that our shepherds and farmers will use previously unused land.


>C.Arrange marriage

Us and Varg
>>
>>4054179
>>4054197
I'll support.
Also out of curiosity ValdungQM, what did you use to make the maps?
>>
>>4054176
>Trade and finance
>Study lore (Mystic)
>>
>>4054203
Photoshop and some brushes from deviant art, mostly Sketchy's.

>>4054213
>>4054188
I. vs B.
>>4054197
>>4054203
Looks like another tie. I'll see if someone breaks it otherwise I'm heading of to bed. Either way thanks for playing, I'll be back either tomorrow or on friday.
>>
>>4054213
+1
>>
>>4054179
>>4054197
Support
>>
Rolled 2 (1d2)

3 I. vs 3. B.
>>
File: Päävo.jpg (53 KB, 564x752)
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>B.Construction
A new road has been staked out across the plains between Heidmark and your new copper mine. Horse drawn carts can now travel regularly between the two locations, increasing your stores of copper ore. While copper and bronze weapons are rather useless against iron, it can be forged into a plethora of everyday objects.

>A.Inspect your lands
You set out once more to survey the land.
While traveling down the eastern trails you come upon a strange looking man, short, bald and with sparse facial hair. He calls himself Päävo of Hintaland and tells you that he is a merchant from across the Sea of Oaravattnur.
Furthermore, he claims to be the brother-in-law of a great chieftain and seeks to set up a small trading post on the Broadstream under the protection of a local jarl.

Do you accept his offer? (It will cost you -1 Resource, but will gain you +2 Trade.)
>>
>>4055346
>accept his offer
totally not a spy
>>
>>4055346
Yes. Also make sure he tells all his friends we want traders in our lands.
>>
>Accept
>>
>>4055346
>Accept
Next turn we should set up a workshop to locally turn our copper into a plathora of useful and very tradeable everyday items, like pots.
>>
File: trade post.jpg (47 KB, 474x320)
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With your help, Päävo the Trader sets up a small trading post on the south bank of the river. Within a few months ships start to arrive and a few of Päävo’s countrymen settle down arount the trade post. (+10 population)

In other news, the war between the petty kingdoms of Valle and Mide has ended after a great battle where King Erling of Mide smashed the forces of Valle and slew their king.

Year 804
>>Population: 319 (+1%/year)
>>Food: 5/10
>>Resources: 4/10
>>Manufacturing: 4/10
>>Trade: 5/10
>>Morale: 7/10
>>Influence 2/10

>>Buildings: Village of Heidmark, Heidr’s Hall
>>Economy: Barter economy, Trade post
>>Culture: Oral tradition, Tribal law
>>Production: Agriculture, Non-complex crafts, Small copper mine
>>Technology: Iron working, Runes, Shipbuilding
>>Government: Tribal hierarchy, Tribal law
>>Military: 60 men-at-arms, 40 Heidmark horsemen
>>Religion: Valdung paganism, Dedian monotheism
>>Agriculture: Barley, Rye, Turnips, Sheep, Goats, Chickens, Pigs, Horses
>>Game:

>A.Agriculture
>B.Construction
>C.Military
>D.Culture & religion
>E.Government & laws
>F.Exploration & colonization
>G.Technology
>H.Diplomacy & war
>I.Trade & Finance

Jarl: Egill ’Lawman’
Age: 44
Married: No
Children: No
Trait: Mystic, Lawman

Character Action:
>A.Inspect your lands
>B.Invite a learned man to court
>C.Arrange marriage
>D.Study lore (Mystic)
>E.Other
>>
>>4055454
>I. Trade & Finance
make new copper coinage

>Study Lore (Dark Arts/The Great Ones)
>>
>>4055454
>>H.Diplomacy & war
Travel to King Erling of Mide. Congratulate him on his victory
Try to find out if he is going to annex the whole of Valle, or if there is an opportunity for a land-grab

>C.Arrange marriage
If King Erling has a daughter/niece
>>
>>4055454
>B
Construct a large copper workshop, to produce common items for trade.

>A
Inspect our lands for magical creatures like trolls.
>>
>B.Construction

>B. Invite a learned man to court
Someone like our Jarl would be good by that I mean smart
>>
>>4055465
Support B

B invite a learned man to court.
Paavo can teach us a lot about his people. And his bird would be a great asset.
>>
>>4053908
Can you put a scale on this map? Please.
>>
File: Hill3.jpg (1.39 MB, 3508x2480)
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>>4055724
The whole of the peninsula you inhabit is around 1000 miles (1600km) in length. For reference, the lands under your control is about 50 miles (80km) in width.

Scale in the upper right corner.
>>
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>B.Construction
What would you like to construct?

>B.Invite a learned man to court
Word spreads around the land that the jarl of House Heidr is a patron of the scholarly.

A handful of men appear at your court over the course of the year. Although most of them appear to be either charlatans, hedonists or otherwise depraved, one stands out; Going by the name Ulfheid, or Wolf-Cape, he gets along well with Egill Jarl, sharing an interest for the ’Dark Ones’.

Ulfheid, an old diviner from the northern fens, is rather knowledgeable on the subject of reclusive creatures and dark beasts, and could be of great help to your pursuits. (Lore)
(+1 Influence (pagan priest), -1 Morale (Frightening councillor))
>>
>>4056473
>What would you like to construct?
i'll second this anon>>4055465
>>
>>4056473
>What would you like to construct?
Large communal copper workshop.

I eventually plan to move our culture towards early forms of guild manufacturing, with basic division of labor etc. allowing us to outproduce our feudal neighbors.
>>
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>>4056909
For the love of Gods not communal. We want to prosper.

>>4056473
support for copper processing, pic kinda related
we want to produce these kinds of spirals, they are superior form of pre-modern money
>>
A warm spring was followed by a wet summer this year, the crops stood tall and plentiful and the herds grew fat. Never has the autumn slaughter yielded such fine meat.
Great offerings are made to your god Fúrin around the land. (+20 population, +1 food)

A large workshop in set up in Heidmark to process your copper. While Päävo is happy to buy your commodities, he is about the only one for the moment.
The craftsmanship of your workers improve ever more as they continue to work, and a large wealth of copper items soon fill your village. (+1 Manufacturing, +1 Resource)

Year 805
>>Population: 320 (+1%/year)
>>Food: 5/10
>>Resources: 5/10
>>Manufacturing: 5/10
>>Trade: 5/10
>>Morale: 7/10
>>Influence 3/10

>>Buildings: Village of Heidmark, Heidr’s Hall
>>Economy: Barter economy, Trade post
>>Culture: Oral tradition, Tribal law
>>Production: Agriculture, Non-complex crafts, Small copper mine, Large copper workshop
>>Technology: Iron working, Runes, Shipbuilding
>>Government: Tribal hierarchy, Tribal law
>>Military: 60 men-at-arms, 40 Heidmark horsemen
>>Religion: Valdung paganism, Dedian monotheism
>>Agriculture: Barley, Rye, Turnips, Sheep, Goats, Chickens, Pigs, Horses
>>Game:

>A.Agriculture
>B.Construction
>C.Military
>D.Culture & religion
>E.Government & laws
>F.Exploration & colonization
>G.Technology
>H.Diplomacy & war
>I.Trade & Finance

Jarl: Egill ’Lawman’
Age: 45
Married: No
Children: No
Trait: Mystic, Lawman

Character Action:
>A.Inspect your lands
>B.Invite a learned man to court
>C.Arrange marriage
>D.Study lore (Mystic)
>E.Other
>>
>>4057352
>C. Military
We need to raise more men-at-arms or train the ones we currently have. With our newfound copper wealth and our unfortunate position on map it's only question of time our neighbours will get greedy. We need to be prepared for that.

I prefer to not go to war, ever, just use our forces as a deterrent and threat in negotiations.

>B.Invite a learned man to court
alternatively
>D.Study lore (Mystic)

On related note, do we have enough culture/lore to perform an elaborate dark ritual? I'd love to start an Old Ones cult.
>>
>>4057352
>>H.Diplomacy & war
Travel to King Erling of Mide. Congratulate him on his victory.
Try to secure a trade route, and covertly
try to find out if he is going to annex the whole of Valle, maybe there is an opportunity for a land-grab

>C.Arrange marriage
If King Erling has a daughter/niece
>>
>>4057352
Thanks for the map, phone post.
B construct a outpost on the hills by copper mine with a good view of the South. No need to militarize yet.
Personal action the town north of us owned by Axlir. Find a bride there.

No for a war hungry father in law.
>>
>>4057434
Supporting
>>
>>4057418
Support
>>
Are we dead already?
>>
>>4061455
Hopefully not, been busy emptying my old appartment. Will post a few updates today and hopefully run a full session tomorrow.
>>
Rolled 2 (1d2)

>>4061567
>>
>>4061570
>H.Diplomacy & war
Locked in

>C Arrange Marriage
Would you like to propose a marital alliance with someone in particular?
>>
>>4061572
>King Erling
Should he have a closeish female relative
>>
>>4061572
Anyone suitable in Breidfors? They are sitting on Broadstream estuary, aka deciding who gets to trade with coastal regions and foreign lands and who doesn't. Maritime access is something we want.
>>
>>4061572
>King Erling
>>
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You send a group of envoys, led by Húnding the Tall, to King Erling of Mide in the hopes of forging an alliance through marriage.
You’re in luck, apart from an unmarried sister the king’s youngest daughter has just come of age. While the daughter is far to young to be given to your 45 year-old jarl, she finds a charing and well-travelled suitor in Húnding.
The sister of King Erling, the maiden-princess Elsa, is of a more appropriate age to be wedded to your Jarl.

Both women are willing, and due to Húndings high standing within your house - both marriages would result in an alliance.
As they are close relatives of the King, the dowry would have to be worthy for Erling to accept the offer. (-1 resource per marriage)
A marriage would, apart from a powerful ally, give you +2 Trade, as Erling is in great need of resources for his ongoing invasion of Valle.
>>
Do you propose to both or just one (which one)?
>>
>>4061678
Have Húnding marry the daughter, our Jarl doesn't seem like the marrying kind.
>>
>>4061682
Húnding + Erling's daughter but we retain the right of first night. One marriage is enough tho.
>>
>>4061678
Marry both
>>
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As has been decided, young Húnding the Tall married Evelin Erlingsdottír! A great feast was held in Heidmark to celebrate their union; with no shortages of games, drink or food, a good time was had by all - and apart from a few brawls and caught lovers was considered an honorable and pious event.
Per Erling’s demand, the wedding was held in the fashion of the new faith, however, some of your men were seen leading a lamb towards the old sacrificial groves later at night.

As your house is joined with The Mides, you are also privy to the military councils of King Erling - but he will expect your support if he calls you to arms.
The Axlir, great allies of the old king of Valle, has joined in the war against your new ally. They have moved forces south to liberate the Mide-occupied Valle, led by their jarl, Hallstein.

Moreover Ulfheid, your mystic advisor, has heard claims that farmers from Tollí have sighted trolls in the edges of the forest Hygvid.

Year 806
>>Population: 320 (+1%/year)
>>Food: 5/10
>>Resources: 4/10
>>Manufacturing: 5/10
>>Trade: 7/10
>>Morale: 8/10
>>Influence 5/10

>>Buildings: Village of Heidmark, Heidr’s Hall
>>Economy: Barter economy, Trade post, Mide trade
>>Culture: Oral tradition, Tribal law
>>Production: Agriculture, Non-complex crafts, Small copper mine, Large copper workshop
>>Technology: Iron working, Runes, Shipbuilding
>>Government: Tribal hierarchy, Tribal law
>>Military: 60 men-at-arms, 40 Heidmark horsemen
>>Religion: Valdung paganism, Dedian monotheism
>>Agriculture: Barley, Rye, Turnips, Sheep, Goats, Chickens, Pigs, Horses
>>Game:

>A.Agriculture
>B.Construction
>C.Military
>D.Culture & religion
>E.Government & laws
>F.Exploration & colonization
>G.Technology
>H.Diplomacy & war
>I.Trade & Finance

Jarl: Egill ’Lawman’
Age: 46
Married: No
Children: No
Trait: Mystic, Lawman

Character Action:
>A.Inspect your lands
>B.Invite a learned man to court
>C.Arrange marriage
>D.Study lore (Mystic)
>E.Other
>>
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>>4061774
>Per Erling’s demand, the wedding was held in the fashion of the new faith
Oi!

>but he will expect your support if he calls you to arms
Now wait a moment, where did we sign up to be his vassals?

This union is a fucking shitshow, we never should've gone through with it. Welp, too late to cry over spilled milk now.

>send an expedition to Hygvid

Would it be possible to extend the political map to south?
>>
>>4061774
Marry into a house full of savages hoping for a bone, now you have a leash.
>C Military Claim the two hills between Heidr and Hammund. With a fort made of earth and stone.
>C.Arrange marriage with someone in Utbyir.
>>
Do we, the king, have any bastards?
>>
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>>4061808
Here's a separate one that sorta overlap

>>4062028
You may, it's not rather important to you at the moment; at this stage of primitive state law you elect the successor to your leader (jarl) from among the prominent members of your extended family.

As/if you progress into a more "sophisticated" type of succession-law i could expand on family politics and direct bloodlines if you'd like?
>>
>>4062486
Family bloodlines would be cool.
>>
>>4061938
Support
>>
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>C.Military
You begin the construction of a hill fort on the southern hills; overlooking your border with the Hammund-clan, as well as your copper deposits. (Construction will take 2 years)

>C.Arrange marriage
The lord of Utbyir, Ölvi Frost-Mane, welcomed your Jarl Egill to his halls to discuss the possible union of your two houses.
Comparing the eligible members of your families, Ölvi of Utbyir has one half-sister suitable to marry off. You could either marry Jarl Egill, or Gothmund the Black to her.

Since Ölvi is from a smaller family of the greater House Axlir, you would not need to pay such an expensive dowry as you did for Princess Evelin. Moreover, she has a large heritage to claim in the lands between your and House Varg’s lands.

(Will you wed Egill, Gothmund, or non of them?)
>>
>>4067706
>Since Ölvi is from a smaller family of the greater House Axlir, you would not need to pay such an expensive dowry as you did for Princess Evelin. Moreover, she has a large heritage to claim in the lands between your and House Varg’s lands.
usually the side with the woman pays a dowry, what is different here?
>>
>>4067902
Dower*, or a brideprice. Excuse me, not writing in my first language.
>>
>>4067706
>Gothmund
>>
>>4067706
Gothmund if he can still father children. Comfy pic
>>
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Gothmund the Black has married into the Axlir family, securing you an alliance with the lord of Utbyir as well as giving you good favor with the patriarch of House Axlir, Jarl Hallstein. With one foot in both doors, if you play your cards right, you may very well stay unaffected by the war between the Valleriks, Axlir and Mides; or if you pick a side, you would have a great opportunity to sabotage for your chosen enemy.

Päävo is still conducting business as usual, although some of his countrymen have talked about moving the trade post to a natural bay a bit further down the river, in a natural harbor. This would be no problem, except that this harbor is across the river, in Tollí territory.

In other news, five highwaymen were apprehended after trying to rob a caravan of copper leaving the mines, they were interrogated and duly slain. It seem you have awoken envious sentiments within the Hammund clan.

Year 807
>>Population: 323 (+1%/year)
>>Food: 5/10
>>Resources: 3/10 (-1 Hill fort construction)
>>Manufacturing: 5/10
>>Trade: 7/10
>>Morale: 8/10
>>Influence 6/10

>>Buildings: Village of Heidmark, Heidr’s Hall
>>Economy: Barter economy, Trade post, Mide trade
>>Culture: Oral tradition, Tribal law
>>Production: Agriculture, Non-complex crafts, Small copper mine, Large copper workshop
>>Technology: Iron working, Runes, Shipbuilding
>>Government: Tribal hierarchy, Tribal law
>>Diplomacy: Axlir alliance, Mide alliance
>>Military: 60 men-at-arms, 40 Heidmark horsemen
>>Religion: Valdung paganism, Dedian monotheism
>>Agriculture: Barley, Rye, Turnips, Sheep, Goats, Chickens, Pigs, Horses
>>Game:

>A.Agriculture
>B.Construction
>C.Military
>D.Culture & religion
>E.Government & laws
>F.Exploration & colonization
>G.Technology
>H.Diplomacy & war
>I.Trade & Finance

Jarl: Egill ’Lawman’
Age: 47
Married: No
Children: No
Trait: Mystic, Lawman

Character Action:
>A.Inspect your lands
>B.Intrigue/Plot
>C.Arrange marriage
>D.Study lore (Law, History, Mysticism)
>E.Other
>>
>>4068758
>>C.Military
Train a militia at the copper mines with volunteers . March into Hammund territory. Ten miles deep, flex on em, check for tracks. We will accept a parley from a diplomat.
>C.Arrange marriage
We gotta settle down. No better than place than Heidmark.
>>
>>4068905
Supporting

Use our cav to flex a little extra, having serious number of mounted men should be plenty scary. Ask Päävo what he thinks about building a small harbor in our lands, so that his countrymen don't have to settle for a natural one (outside our territory). We would of course handle most of the construction, but maybe he can provide some aide?
>>
>>4069908
>Ask Päävo what he thinks about building a small harbor in our lands
Let's do this for our personal action?
>>
>>4071991
Sounds good, I don't really care to get our Jarl married anyway.
>>
>>4072000
Same. Arranged marriages are kinda lame for the couple, but are extremely powerful.
>>
The hill fort is now completed, situated on top of the highest hill on your border, with a wooden palisade surrounded by a high stone- and earthwork this fort is large enough to house one hundred men. (Name of the fort?)

You spend the spring and summer training the men working your mines into a small militia, with some reinforcements from Heidmark they would be able to hold of any enemy trying to traverse the southern hills.

Following the assault on one of your copper transports Jarl Egill gathers the men of Heidmark to march down into the lands of House Hammund. With a force of around one hundred men, nearly half of them cavalry, the peasants scatter before you, leaving houses and farms undefended.
Your scouts tell you that the local lords have gathered at a small bridge a few miles north of Orgard.

What do you tell your troops?
>The northern lands lay deserted, plunder their homesteads.
>We march south to meet the local lords, they will either parlay or give battle
>Send an envoy, we could bring them before the law and sue them for their assault.
>>
>>4075027
>Send an envoy, we could bring them before the law and sue them for their assault.
Let us try to remove whomever is in power there, replace them with someone more amicable to us and try to essentially annex the northern area we moved into, under the pretext of needing a buffer zone and reparations for their heinous banditry.
>>
>>4075030
+1
>>
>>4075030
Support
>>
>>4075030
Support.
>>
>Let us try to remove whomever is in power there, replace them with someone more amicable to us and try to essentially annex the northern area we moved into, under the pretext of needing a buffer zone and reparations for their heinous banditry.

Not for this just remove the Highwaymen/shotcallers.
>>
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>>4075030
>>4075086
>>4075497
You send an envoy to the Hammund lords who've gathered, and as he arrives he promptly issues a declaration outlawing the men behind the raiding.

With allies in both the Axlir- and Mide families, and with Egill's connections to the law-speakers of the land, you have a sure case. The lords of Hammund know that it is better to hand over the one responsible now – rather than being convicted of harboring an outlaw later.

While you can't claim payment or land from any other lord, the outlaw - a minor lord called Trygg - has a decent amount of land on your border, land he can no longer hold as an outlaw.
As reparations for his crimes Jarl Egill claims the outlaw's land, his farms and his herds.
(+1 resources, +40 population)
>>
After talking with the little merchant it is clear that Päävo’s men would consider staying within your territory if they had a larger possibility to expand their enterprise. This could be done either by sponsoring them with resources or food.

Year 808
>>Population: 363 (+1%/year)
>>Food: 6/10
>>Resources: 5/10
>>Manufacturing: 5/10
>>Trade: 7/10
>>Morale: 8/10
>>Influence 7/10

>>Buildings: Village of Heidmark, Heidr’s Hall
>>Economy: Barter economy, Trade post, Mide trade
>>Culture: Oral tradition, Tribal law
>>Production: Agriculture, Non-complex crafts, Small copper mine, Large copper workshop
>>Technology: Iron working, Runes, Shipbuilding
>>Government: Tribal hierarchy, Tribal law
>>Diplomacy: Axlir alliance, Mide alliance
>>Military: 60 men-at-arms, 40 Heidmark horsemen, 20 trained miners
>>Religion: Valdung paganism, Dedian monotheism
>>Agriculture: Barley, Rye, Turnips, Sheep, Goats, Chickens, Pigs, Horses
>>Game:

>A.Agriculture
>B.Construction
>C.Military
>D.Culture & religion
>E.Government & laws
>F.Exploration & colonization
>G.Technology
>H.Diplomacy & war
>I.Trade & Finance

Jarl: Egill ’Lawman’
Age: 48
Married: No
Children: No
Trait: Mystic, Lawman

Character Action:
>A.Inspect your lands
>B.Intrigue/Plot
>C.Arrange marriage
>D.Study lore (Law, History, Mysticism)
>E.Other
>>
>>4078951
A.Build a road to Päävo’s post. Then we can work on making/expanding the bay.

PA.Let's try to find those trolls in Hyguid Forest.

If we build a bridge over Broadstream and connect to Tollgard with a road, could be huge win.
>>
>>4079021
>>4068905
ID change. Forgot to add the road we are building is to our capital. We can let Paavo trade our copper for us, he gets a cut. I think we need a currency if we gonna do this or, we can do it by weight. He can trade a lot more effectively on water. We could give him a title, and protection.
>>
>>4079021
Supporting, trade infrastructure and troll search.
>>
>>4079021
+1

OP! will the road appease the traders, or do we need to give him more?
I would like to play nice with him
>>
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A new road is staked out northwards, connecting you to Päävo’s trade post. As wares and able-bodied men start to move between the settlement and your village in greater traffic both you and Päävo start to notice your silver-pouches weighing heavier on your belts.
For all his queer manners and foreign talk, it seems this easterner is a very competent trader. Moreover it seems he even managed to scare off some brutes in his bare braies – earning him much renown in the area.

An expedition into the dark woods of Hygvid, in search of magical creatures, has been occupying your mind as of late. At last, in mid summer of 808, you decide it is time. A company of 7 good men and your court mystic Ulfheid, insisting to join, are soon equipped and ready for the journey. The company will need a leader, however.

Volunteering to take command are:
>Húnding the Tall, an accomplished warrior, following the new faith
>Brynjólf the Flayer, a renowned hunter, following the old gods
>Arní son of Arnur, Húnding’s nephew, the young grandson of your past Jarl
>>
>>4083453
>>Brynjólf the Flayer, a renowned hunter, following the old gods
>>
>>4083453
>>Brynjólf the Flayer, a renowned hunter, following the old gods
>>
>>4083453
>>Brynjólf the Flayer, a renowned hunter, following the old gods
>>
>>4083453
>Brynjólf the Flayer, a renowned hunter, following the old gods



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